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Question by aldanstar · Mar 01, 2013 at 01:02 PM · tessellationdisplacementdx11

DX11 Tessellation leads to crack on edges

Is there approach to connect common edges when use displacement map in tessellation shader like it makes in CryEngine3? It is very important to use tessellation with tiled seamless texture. At the picture you can see horizontal seamless texture applyed to mesh, but corners is broken because of displacement map. Thank you in advance. alt text

карта смещения.jpg (99.1 kB)
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Answer by pinkhair · Aug 26, 2013 at 01:56 PM

You need to have the smoothing/tangents match on the different portions of the mesh, because the displacement is along the polygon normal.

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avatar image aldanstar · Aug 26, 2013 at 03:45 PM 0
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Thank you. But he figured this out by myself long time ago.

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Answer by aldanstar · Mar 11, 2013 at 08:31 AM

Please, tell me what I have to do?

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avatar image G.G. · Mar 23, 2014 at 03:44 PM 0
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make a heightmap for the tessellation shader with 1-5 pixel pure black on 4 edge (a black line on the 4 heightmap frame). Black was zero displacement and for this you can have any crack on edge.

I cant solve the tassellation displacement fluctuation with the camera movement (no fluctuation with camera rotation on fixed point) -,-'

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